using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using PSBLib1;

namespace PSB
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        // XML loading types
        [Serializable]
        public struct CustomMapSaveGameData
        {
            public int BlockSize;
            public Boolean isOccupied, isSailOccupied, isFlightOccupied, FlipH, FlipV, ThreeD;
            public String textureName;
            public Vector2 Position;
        }

        enum SavingState
        {
            NotSaving,
            ReadyToSelectStorageDevice,
            SelectingStorageDevice,

            ReadyToOpenStorageContainer,
            OpeningStorageContainer,
            ReadyToSave
        }

        enum LoadingState
        {
            NotLoading,
            ReadyToSelectStorageDevice,
            SelectingStorageDevice,

            ReadyToOpenStorageContainer,
            OpeningStorageContainer,
            SelectingFile,
            ReadyToLoad
        }
        enum SaveFileName
        {
            NotPrompted,
            Prompted,
            Entered
        }


        // Game mode
        enum GameMode
        {
            MenuMode,
            SinglePlayer,
            Multiplayer,
            MapEditor
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            #if XBOX
			    Components.Add(new GamerServicesComponent(this));
            #endif
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            this.graphics.IsFullScreen = false;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            Window.Title = "Project SquishyBoots - thedarkviper01, pianoman17, kidjulien";
            Console.WriteLine("Initializing game...");
            Console.WriteLine("WELCOME TO PROJECT SquishyBoots!!!");

            // Initialize everything necessary here
            // add functions
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
